Lighting issues

Lighting issues

Re: Lighting issues Posted by Cassius on Sun Nov 7th 2004 at 11:06pm
Cassius
1989 posts
Posted 2004-11-07 11:06pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
All build programs are loaded and in their right place, the map contains lights and info_player starts, is without leaks - and does not compile lighting. Nothing in the help menu talks about such a problem. What the devil's going on here?
Re: Lighting issues Posted by Leperous on Sun Nov 7th 2004 at 11:33pm
Leperous
3382 posts
Posted 2004-11-07 11:33pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Do you, er, want to post a compile log?! :razz:
Re: Lighting issues Posted by G.Ballblue on Sun Nov 7th 2004 at 11:47pm
G.Ballblue
1511 posts
Posted 2004-11-07 11:47pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
We're already 5 threads in, and we're already reminding that ! :biggrin:

/me cries that he can't use the SDK until the game ships
Re: Lighting issues Posted by Wild Card on Mon Nov 8th 2004 at 12:03am
Wild Card
2321 posts
Posted 2004-11-08 12:03am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
G.Ballblue said:
/me cries that he can't use the SDK until the game ships
Just a few more days... Now I just need to find the cash to buy the game...
Re: Lighting issues Posted by Crono on Mon Nov 8th 2004 at 12:12am
Crono
6628 posts
Posted 2004-11-08 12:12am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Wild Card said:
Just a few more days... Now I just need to find the cash to buy the game...
Yes, just a few more days until I can go pick up HL2 and not open it for 2 months because I'll be too busy with school.
I actually have an exam the day of and the day after the release. :sad:
Re: Lighting issues Posted by OtZman on Mon Nov 8th 2004 at 12:15am
OtZman
1890 posts
Posted 2004-11-08 12:15am
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
All build programs are loaded and in their right place, the map
contains lights and info_player starts, is without leaks - and does not
compile lighting. Nothing in the help menu talks about such a problem.
What the devil's going on here?
What kind of lights are there? If you've only used light_dynamic's that
will make your map fullbright (god knows why). Put a light_spot
somewhere in the map, just hide it away somewhere and that should fix
it.
Re: Lighting issues Posted by Cassius on Mon Nov 8th 2004 at 12:53am
Cassius
1989 posts
Posted 2004-11-08 12:53am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
** Executing...
** Command: Change Directory
** Parameters: "d:\steam\steamapps\wta2k4\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:\MAPPE\deeawg.vmf" "d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.vmf"

** Executing...
** Command: "d:\steam\steamapps\wta2k4\sourcesdk\bin\vbsp.exe"
** Parameters: "d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg"

Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\materials
Loading d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.prt...done (0)
Can't load skybox file black to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (88996 bytes)
Building Physics collision data...
done (0) (88996 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "d:\steam\steamapps\wta2k4\sourcesdk\bin\vvis.exe"
** Parameters: "d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg"

Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.bsp
reading d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.prt
190 portalclusters
491 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 72 visible clusters (0.00%)
Total clusters visible: 20602
Average clusters visible: 108
Building PAS...
Average clusters audible: 189
visdatasize:10564 compressed from 9120
writing d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg.bsp
5 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\wta2k4\sourcesdk\bin\vrad.exe"
** Parameters: -extra "d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
Command line: "d:\steam\steamapps\wta2k4\sourcesdk\bin\vrad.exe" "-extra" "d:\steam\steamapps\wta2k4\sourcesdk\cstrike_sample_content\maps\deeawg"

usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.

Other options:
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
Re: Lighting issues Posted by Leperous on Mon Nov 8th 2004 at 1:00am
Leperous
3382 posts
Posted 2004-11-08 1:00am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
-extra obviously isn't a RAD option you can use, then (in fact, it would seem that it always does "-extra" anyway)
Re: Lighting issues Posted by ReNo on Mon Nov 8th 2004 at 2:45am
ReNo
5457 posts
Posted 2004-11-08 2:45am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
As Lep said, the compile frontend is rather misleading in that it
allows you to use -extra when no such option exists. There is instead a
-noextra command I believe, which runs a quicker and less detailed
compile. I've no idea what the difference between -noextra and -fast would be however...